Jun 17, 2005, 02:57 AM // 02:57
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#1
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Frost Gate Guardian
Join Date: May 2005
Location: Florida
Guild: na
Profession: R/E
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Some primary attributes need to be more cross beneficial.
Necros have soul reaping useful to all secondarys as its free energy across the board. 6/6 classes
Mesmers have fast casting, useful to all secondary casters, 4/6 classes.
Elementalists have energy storage useful to 6/6 classes.
Then you have.....
Expertise: Only useful, and required, by Rangers as it only effects attack skills, preps, and pet attacks. Useless for all casters and next to useless for warrior secondary as no ranger has any use with a axe, hammer, or sword. Useful to 1.5/6 classes
Strength: Only semi useful to Ranger secondary as it increases armor penetration, I THINK, on bow skills. Useless to everything else. Useful to 1.5/6 classes
Divine Favor: Only useful to monk. Heals 3 points per point in the skill when you cast a monk class spell on a ally. useful to 1/6 classes.
Anyone else see there is a need for more class + class usefulness of these last 3 attributes? Guild Wars is undoubtly based around casting classes and I think the Warrior and Ranger deserve a liitle more love with regards to how their attributes can be beneficial to more secondary classes.
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Jun 17, 2005, 03:15 AM // 03:15
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#2
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Ascalonian Squire
Join Date: Jun 2005
Location: Vancouver BC
Guild: Relic Battalion Arcana
Profession: W/Mo
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all that, and i think tactics should offer a slight bonus in evasion passively, not while using an evasive skill.
think about it, a trained and skilled warrior can't figure out how to sidestep a blow without using a "special skill",
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Jun 17, 2005, 03:19 AM // 03:19
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#3
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Lion's Arch Merchant
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Not really.
Divine favor is probably the most powerful primary ability. I don't think it should work with anything but monk spells...this ensures that to be an optimal healer you almost have to be a pure monk. That means you're losing out of the benefits of hybridization. It's a very balanced system.
Why would strength be useful for elemental skills? They're magic. That's the price you pay for being a W/E. Should you get armor penetration as a pyromancing warrior with your immolations? No, the spell damage system isn't balanced for it.
If expertise could reduce mana cost for monk or elem skills, what would the benefit for an E/Mo or Mo/E be? You'd be able to cough out heal others like orisons of healing...which unbalances all healing spells. Things like healing seed and protective spirit are suddenly cheap as dirt. If expertise could reduce monk spell costs, energy storage abilities like glyphs and attunement would not only be way overpowered, but almost unnecessary...expertise does roughly the same thing as an elemental attunement, but gives you the energy back up-front instead of on casting. That means you don't get penalized for being interrupted. Expertise also can't be rended, shattered, stripped, wiped, etc...
So no, I think it's pretty fair the way it works.
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Jun 17, 2005, 03:19 AM // 03:19
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#4
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Lion's Arch Merchant
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Quote:
Originally Posted by IgnusDei
all that, and i think tactics should offer a slight bonus in evasion passively, not while using an evasive skill.
think about it, a trained and skilled warrior can't figure out how to sidestep a blow without using a "special skill",
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Not all trained warriors in bulky armor with big hammers learn how to nimbly evade abilities? Thus they'd need to learn how and actively do it with a stance? :P
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